Instructor is a little strong. As Is Patwerk, and I would suggest Faerlina be a Battlecry effect for simplicities sake.
What do you think about reducing Instructor's health to 4 and Patchwerk's to 6?
I decided to give Faerlina an "aura" instead of a Battlecry because a big part of her encounter in Hearthstone is the continuous pressure Rain of Fire puts on you. Also, I thought it would be cool if there was a legendary that kinda felt like an AoE version of Ragnaros the Firelord.
Reduce Instructors Attack and Reduce Patchwerks as well. It will limit the number of stuffs they can kill, thus limiting the effectiveness of the ability. I understand your Faerlina argument, it just seems like at the start of all of your turns would take for ever, and hearthstone is designed to be moderately fast paced.
Oh well. The hour has come for me to introduce my card set of the day! Sin'dorei Priestess, Earthsworn Healer and Twilight Rider are in the spotlight of today, with Totemic Mastery and Astral Recall accompanying them. As you can see Shaman is today's theme. See if you like them. Please share your thoughts and enjoy!
Also, be sure to check out the rest of my Concept Card gallery in the signature. Hope you like the cards!
All of these seem really well balanced out and put together. (I especially love the Twilight Rider.) Totemic Mastery seems kind of weak, but I d'know. Summoning 4 totems would be really good, but summoning, like, 2 wouldn't exactly give you much value for 5 mana.
King793, I think you need to go over your cards before you post them. A lot of them are incredibly overpowered or underpowered, you're missing when some of your cards such as Amarok trigger their ability (ex. At the end of your turn, At the start of your turn, whenever this minion takes damage, battlecry:, etc), and you have grammar issues such as the fact that none of your cards have a period at the end. Anyways, for the reviews:
Sense Light: I guess it's balanced, but it does absolutely nothing good unless your side of the board is bigger. I can see it being a dead card 50% of the time.
Ice Giant: Perfectly balanced card, but you spelled enemy wrong.
Leshy: OP. Above-average stats + taunt is enough, nevermind that it gives your other friendly minions +1 health, and it's just a common.
Amarok: Underpowered because it destroys all friendly minions for 2 stats more than a plain 3 drop (3/4). This card is bad even when you have just a 1/1 on the board. (also, "allfriendly")
Nandi Bear: OP because of having too good stats for it's abilities and beast synergy, even when it deals 3 damage to a friendly character. Logically, a 4 drop with charge and taunt with no negative affect would be a 4/1 or 3/2, meaning your minion is way too OP in stats even when you take into account the 3 damage.
Banshee: Underpowered because it's lacking 8 stats (taking into account a plain 9 drop would be a 9/9 or 9/10) for just 1-2 temporary silences, probably worth 1 stat each, and the fact that your opponent only has 2 taunts out at best.
@King793 ~ Firstly, I would recommend using the hearthcards card generator, as it formats the cards very well, automatically bolds keywords (and allows you to bold non-game keywords), and most importantly lets you format the placement and size of the pictures. Just a recommendation, that's all.
Sense Light actually feels kind of weak. Paladin cards are usually aimed at grinding out the opponent, or something similar to that effect, and this card just doesn't feel right for that kind of theme. I think if you made it 1 mana more and had it only affect friendly minions it would be fine; nothing game breaking. Ice Giant I think, should be a different kind of creature, really. The giant cards in hearthstone have tended to have a formula of 8/8 and "Costs (1) less for [certain game criteria]." I think the card is balanced fine, but the creature type is perhaps best as something else. Leshy This one suffers from a few things. It's undercosted, firstly. It should probably be at least 4 mana (Probably like 4.5 mana really). Also, though I know the mythology, Leshy don't exist in the Warcraft universe; there are other things like them, and perhaps you should use one of them. (Like Dryads, perhaps.) Finally, I think the wording should look something like: "Taunt. Battlecry: Give all other friendly minions +1 health." Amarok I hate to keep doing this, but I'm not sure of the direction of the creature with this card. In mythology (Inuit mythology, btw) Amarok is a wolf; also, there are no such creatures in WoW. Besides that, though... seems like a reasonable card. Like King Mukla or Dancing Swords but with an interesting downside. Also wording: "Battlecry: Destroy all other friendly minions." For one-time clarity and so he doesn't destroy himself. Nandi Bear I know the origins of this card, but again, there is no such bear in WoW; however, there are many other kinds of ferocious bears (and other beasts) that could fit this card. Charge is a really expensive thing to put on a card; and I think this card is far too cheap for it's abilities (or far too strong for its cost, whatever). Could use some nerfing. Banshee is a problem. The problem lies within the game mechanics. There is no way to reverse silence, so there is no current way for the game to silence a minion (which removes all effects) and then to return it to its previous state. Perhaps if it said "Battlecry: Remove Taunt from all enemy minions for this turn only." It would work better. Also, I think it is costed too high; 8 mana would be fine. (I think 7, really, but that might be game breaking. Too many things you can play along with it then.)
- I like Nameless' idea of removing taunt for the duration of the turn because it makes the card more unique. That and giving the creature charge would make Banshee a very interesting card. Temporal silence probably = 1 stat, and charge = 3-4, so I think Banshee could be a 9/4 if you wanted it to be 9 mana.
- again agreeing with Nameless about Sense Light.
- I would price Leshy at 5 if you wanted the +1 health to be a battlecry. I wouldn't make Amarok less mana because it would be too impactful, and instead would increase the stats to be 6/5 or 7/4 so that it's better but not impossible to remove, since it's not going to be killing a lot of friendly minions so early in the game. Finally, I would price the Nandi Bear at either 5 mana and make it an epic, or 6 mana and keep it as a rare.
I don't know if I'd be able to keep up with some people here doing daily cards, but I do have more for now. :P Let's see what we have here.
Hellreaver is a Paladin card (since it can be hard to tell with weapons). I made an alternate version of Nathrezim (see spoiler) with their more common name: "Dreadlord" and different art (also different card rarity). Let me know what combination you think works best for that. (I think Overlord Drakuru was really hard to balance and I don't know if I pegged him right. Thoughts?) Also, I used Warcraft lore this time! (You're welcome. :P)
I love the uniqueness of your cards - they look like the would be fun to play. For balancing, I would make Hellreaver a 3/3 instead since you have 3 tries to deal double damage and having the ability to do 24 damage with one weapon is kind of absurd. Nathrezim/ Dreadlord is balanced since it is situational and it's probably more balanced than the card Kel'Thuzad. It's hard to tell whether Overlord Drakuru is unbalanced because it's ability is just as bad/good for you as it is for your opponent, but when he dies you get his minions, but that can be avoided by your opponent if he/she trades them off or just doesn't attack OVerlord Drakuru. I guess you can easily compare it to Sylvannas Windrunner and call it balanced.
Hellreaver - I feel this is underpriced. A 50% chance to do 8 dmg for 6 mana is strong. It'd be different it was just a spell but this is a weapon with the potential to hit harder than any other weapon in the game. Gorehowl and Gladiator's Longbow are the two closest but look at their pricing. I would price this no less than 8 and possibly even 9.
Nathrezim - I like this card but to specify you're wanting it to be "resummoned" if you play Twisting NetherAFTER it has been destroyed on the board? Same with your other card Dreadlord, this clarification is necessary to help asses balance.
Overlord Drakuru - I feel you've underpriced this in two ways; increase the mana cost to 7 and lower the value Blighted Troll to 2/2. Besides that I love this card. Very unique with great artwork. Would you mind if we use this card for our homemade game?
@Forrestleaf - I definitely agree with the Hellreaver. I think 3/3 would make this balanced. I knew it was a tad off. I love my Nathrezim/Dreadlord, as Twisting Nether is one of my favorite cards; I really wanted for it to be good again, and this card I feel would make it usable. And the more I think about it the more I like comparing it to Sylvanas and/or Hogger. It's okay if compared to Sylvanas, and great if compared to Hogger (but there's a reason no one uses Hogger). Thanks for the feedback!
@Atlantios - Hellreaver is better off as a 3/3, and because of the randomness of it I feel that 6 mana is well costed at those stats. Nathrezim and Dreadlord are the same card, but with different combinations of name/art/rarity. I couldn't decide which I wanted. And the effect is a deathrattle. So, if you play Twisting Nether before you play it, it won't summon. However, if you play Twisting Nether after it dies or while it's on the board, the deathrattle will have been or be triggered and the minion will be summoned to the board. (After Twisting Nether takes place.) The card text actually does a good job I think of clarifying. And Overlord Drakuru is how he is to compare with Sylvanas Windrunner and/or Hogger. He is 4/4 like Hogger because it makes him easier to remove. Also, the enemy can trade their trolls away so you can't take them. (They can even trade them into Drakuru.) He is as good or bad as the board presence is. And while the trolls are strong(ish), I think the fact that Ragnaros might get turned into one means the enemy has to be left with something stronger to use than a 2/2. (Though, perhaps Drakuru might need to be 7 mana. It would need testing, though I think I like where he is..)
Feel free to use anything you like in your homemade game. I wish I could do the same. :P
@TheKaldorei1 - As cool as it is, it's game breaking no matter how you do it. Also, it's a neutral spell; which can't be a thing. Secondly, the cost of the spell immediately tells what it is. You would have to have other neutral secrets at the same cost. Which, you can't have neutral secrets, so...
(Basically, spells are class only. Same with weapons. Blizzard made kind of a big deal about that. They were adamant about it staying that way.)
I hope I didn't mess this up and have it end up as a huge image, but I thought this up. The card Defensive Stance was also in the original WoW Card Game, but it used the art for the War Golem. I think it could be great if your opponent has a slow start early, or if you want your minions protected and you have huge amounts of armor. The one thing I had trouble with was cost.
I was thinking that hunters need another viable weapon, something for the early game. So i got to thinking about Gladiators longbow and I came up with the little brother to that card, so low and behold I give you the Gladiator's crossbow. Its basic use is to help in the early game with removal of enemy minions while you try to get your board set up. I realize the early game is better now with webspinners and haunted creepers but I still think this is pretty cool, and could help stop the tempo from zoo decks a little.
Shakrazam, I believe the body of the first & second ones is more than 7 mana's worth already (compare with Ancient of War). I can hardly count the ability as less than 2 mana's worth - would you run it if it was a 2 mana spell? I would. And the ability doesn't even cost you a card!
I would say the first one would be balanced at around 10 mana and body being 8/6, since the ability is guaranteed (the ability is better than Rag's, and the original body was also strictly better by at least 4 mana's worth since it can attack and can't be BGH'ed).
If the second one's abilities do not cost actual mana (I presume they do not) then it would be good at 8 mana and body 6/6. I for one would definitely play a 9 mana 6/10 double Divine Shield, or 9 mana 6/10 + 5/5, or 9 mana 6/10 with battlecry: deal 6 damage to a character. Heck, I would play it even if it cost 10 and was only 6/8!
The last one is around right, pretty well balanced. I would love to see that card in-game :P
I hope I didn't mess this up and have it end up as a huge image, but I thought this up. The card Defensive Stance was also in the original WoW Card Game, but it used the art for the War Golem. I think it could be great if your opponent has a slow start early, or if you want your minions protected and you have huge amounts of armor. The one thing I had trouble with was cost.
I love the concept of this card. Could we use this one for our homemade game?
I was thinking that hunters need another viable weapon, something for the early game. So i got to thinking about Gladiators longbow and I came up with the little brother to that card, so low and behold I give you the Gladiator's crossbow. Its basic use is to help in the early game with removal of enemy minions while you try to get your board set up. I realize the early game is better now with webspinners and haunted creepers but I still think this is pretty cool, and could help stop the tempo from zoo decks a little.
This is way unbalanced. Take a look at Novice Engineer, it is a battlecry which costs 2 and draws a card. Ignoring the virtually useless 1/1 body it leaves you, you're paying 2 mana for 1 card draw. On that scale we can assume that a spell (which grants a battlecry esque effect) is worth 6 mana if it is drawing 3 cards. Being a class card we can probably drop it to 5 mana and it'd be acceptable. The 1 damage to all minions isn't really a drawback depending on what is on the board and should cost 1-2 mana as well.
Hi there guys. So i decided to make a Kael'Thas card, but since I think he is such a cool lore character, with such a deep story I couldn't just put together the first thing I came up with. I really want him to feel unique, yet strong and viable, but not too unbalanced as well. So I decided I would post several versions of him, and I would really appreciate it if you took your time to tell me which one you think is the best and why and even throw in your suggestions for Kael'Thas Sunsrider card. In these three versions I focused on his affinity for magic, but we could also do a corrupted version on him that focuses on this affiliation with the Burning Legion, or even both in one card.
The first version:
This one is the simplest of the three. I imagine the animation as the famous three green orbs levitating around him, popping out at the end of the turn and homing towards enemies. I believe the balance is quite right with this one, but I can never be too sure, might have to either reduce his attack to 4 or the damage of the missiles to 2. What do you think? Also do you think a cost of 9 is alright for him or should he cost less with lesser stats?
The second version:
==>
What do you think about this one. Again I tried to emphasize his affinity towards magic. All three of the spells fell a bit too powerful, but not too much and this is adjustable. Do you think I should lower his stats and keep the spells as they are or do you think I should keep the stats and nerf the spells? Or both? Also I don't think if a Sun spell is the right way to call it, or should it be Sunsrider spell?
And the third version (the one I like the most):
The wording is a bit pretentious, but again adjustable. Basically on every third spellcast you deal 7 damage to an enemy. I imagine the animation as: Whenever you cast a spell an Orb pops up. When three orbs gather floating above him on the board they all fly towards an enemy character hitting him for 7. A variation of this version would be when the 3 orbs gather above him, you can actually click them and pop a UI allowing you to target a character and deal 7 damage. That would be a bit clumsy since there isn't such type of mechanic ingame yet but I really think it would be cool if they were to introduce it for such an awesome character and make him even more unique. Do you think the balance is right on this one and if it were to be the second variation would increasing the cost by 1 solve the balance problems? Also do you think the wording should be adjusted for better readability or should it stay as it is?
Let me know what you think about these three versions of Kael'Thas, which one you like better, and do you have even better ideas on how to make him. Also you noticed I used different artworks for all 3 versions. Which of the three is your favorite?
1st version: The body on this alone is far too powerful. His ability has to be changed to a battlecry otherwise he is a perpetual spell that can attack and be boosted to ungodly levels. The body needs to be 4/7 and the ability needs to be either 2 damage to 2 enemies or a battlecry. Since he practically clears the board and keeps it clear. He is board control.
2nd version: Okay first off, how does the mana spending for this work? You're forced to cast a spell at the end of your turn... that costs mana. What happens if you spent mana? Does it spend it off your next turn? IF it does then I'd say this card is actually super balanced and carries a major drawback to its benefits.
3rd version: spell counters, nice touch! I think you could nerf his stats given that ability, 5/6 would suffice. I would also lower the cost to 6 mana. Make it so you could turn 9 cast 3 1mana spells and him for an instant 7 damage combo. Maybe keep the cost at 7 mana and add an option to do like 3 damage AoE for the opponent.
Final thoughts: I like all three, I like the art for all three. If I were you I'd create a final card; think Ritual Summoning from Yu-Gi-Oh. Let it put one of his incarnate forms you've made on the board at random. That'd let all three forms exist, showing his versatility as a spell caster. Finally change Sunsrider Barrier to being just a standard Divine Shield and put it on a random friendly minion.
I have used the hearthcards card generator, thanks for the recommendation NamelessDream3r. Here are some of my cards, a few are the same but have been tweaked and there's a couple of new ones.
Twisted Powers and Therezane are completely new, Neptulon is basically a card i made earlier called Ice Giant however a giant didn't suit the description. Ol' Sooty is a card i also made earlier in this thread but it's now a beast from World of Warcraft and the card has been nerfed. Amarok is just a different picture. Sense light is now 1 mana instead of 2, Banshee is now 8 mana instead of 9 and finally Dryad costs 5 mana instead of 3 and has a different name instead of Leshy.
I like the changes you've made to all of the cards. I think Neptuion the Tidehunter fits the new changes best.
@King793 - so I wrote up a whole page opinion on your cards. And than I messed up with the quotes and the spoiler and everything disappeared. Long story short, while I think these cards are cool they need refinement and rebalancing, Neptulon deserves better than that.
@Atlantios - Firstly thank you a ton for taking your time to do an elaborate write up on your thoughts. I really appreciate all of you sharing your opinions. There seems to be huge variety of directions from the feedback I recieved though. On one hand, most of the people on this forum consider the first and second version to be very overpowered and the third one just fine and amazing. On the other hand, I consulted with a all season legend friend according to whom only the second increment, while overpowered at his state (it doesn't require you to have mana nor does he need mana to use the spells, I put costs just for the sake of consistency and in case a Spellsteal card gets added to the game) is solid enough to be worth adding to the game. As he said a 7+ mana card has to win you the game in order to be worth playing. That's why I'll wait to see what other people think before deciding on the final version. About your suggestion that all three version get added to the game, while I think it would be cool, I don't think this could be easily implemented in hearthstone, and there are much better targets for such a mechanic (Kil'Jaeden or Sargaris). Kael'Thas is certainly not allmighty enough to require summoning rituals."I like all three arts" doesn't help too much either since so do I, and at the end I'll have to choose only one :(, i'm leaning towards the first.
Sorry i should have clarified, I felt each art corresponded with the version you applied it to best.
I still think an all three versions isn't impossible. Look at Animal Companion.
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Get with it.
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Reduce Instructors Attack and Reduce Patchwerks as well. It will limit the number of stuffs they can kill, thus limiting the effectiveness of the ability. I understand your Faerlina argument, it just seems like at the start of all of your turns would take for ever, and hearthstone is designed to be moderately fast paced.
I Designed A Card This Week
All of these seem really well balanced out and put together. (I especially love the Twilight Rider.) Totemic Mastery seems kind of weak, but I d'know. Summoning 4 totems would be really good, but summoning, like, 2 wouldn't exactly give you much value for 5 mana.
King793, I think you need to go over your cards before you post them. A lot of them are incredibly overpowered or underpowered, you're missing when some of your cards such as Amarok trigger their ability (ex. At the end of your turn, At the start of your turn, whenever this minion takes damage, battlecry:, etc), and you have grammar issues such as the fact that none of your cards have a period at the end. Anyways, for the reviews:
Sense Light: I guess it's balanced, but it does absolutely nothing good unless your side of the board is bigger. I can see it being a dead card 50% of the time.
Ice Giant: Perfectly balanced card, but you spelled enemy wrong.
Leshy: OP. Above-average stats + taunt is enough, nevermind that it gives your other friendly minions +1 health, and it's just a common.
Amarok: Underpowered because it destroys all friendly minions for 2 stats more than a plain 3 drop (3/4). This card is bad even when you have just a 1/1 on the board. (also, "allfriendly")
Nandi Bear: OP because of having too good stats for it's abilities and beast synergy, even when it deals 3 damage to a friendly character. Logically, a 4 drop with charge and taunt with no negative affect would be a 4/1 or 3/2, meaning your minion is way too OP in stats even when you take into account the 3 damage.
Banshee: Underpowered because it's lacking 8 stats (taking into account a plain 9 drop would be a 9/9 or 9/10) for just 1-2 temporary silences, probably worth 1 stat each, and the fact that your opponent only has 2 taunts out at best.
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@King793 ~ Firstly, I would recommend using the hearthcards card generator, as it formats the cards very well, automatically bolds keywords (and allows you to bold non-game keywords), and most importantly lets you format the placement and size of the pictures. Just a recommendation, that's all.
Sense Light actually feels kind of weak. Paladin cards are usually aimed at grinding out the opponent, or something similar to that effect, and this card just doesn't feel right for that kind of theme. I think if you made it 1 mana more and had it only affect friendly minions it would be fine; nothing game breaking.
Ice Giant I think, should be a different kind of creature, really. The giant cards in hearthstone have tended to have a formula of 8/8 and "Costs (1) less for [certain game criteria]." I think the card is balanced fine, but the creature type is perhaps best as something else.
Leshy This one suffers from a few things. It's undercosted, firstly. It should probably be at least 4 mana (Probably like 4.5 mana really). Also, though I know the mythology, Leshy don't exist in the Warcraft universe; there are other things like them, and perhaps you should use one of them. (Like Dryads, perhaps.) Finally, I think the wording should look something like: "Taunt. Battlecry: Give all other friendly minions +1 health."
Amarok I hate to keep doing this, but I'm not sure of the direction of the creature with this card. In mythology (Inuit mythology, btw) Amarok is a wolf; also, there are no such creatures in WoW. Besides that, though... seems like a reasonable card. Like King Mukla or Dancing Swords but with an interesting downside. Also wording: "Battlecry: Destroy all other friendly minions." For one-time clarity and so he doesn't destroy himself.
Nandi Bear I know the origins of this card, but again, there is no such bear in WoW; however, there are many other kinds of ferocious bears (and other beasts) that could fit this card. Charge is a really expensive thing to put on a card; and I think this card is far too cheap for it's abilities (or far too strong for its cost, whatever). Could use some nerfing.
Banshee is a problem. The problem lies within the game mechanics. There is no way to reverse silence, so there is no current way for the game to silence a minion (which removes all effects) and then to return it to its previous state. Perhaps if it said "Battlecry: Remove Taunt from all enemy minions for this turn only." It would work better. Also, I think it is costed too high; 8 mana would be fine. (I think 7, really, but that might be game breaking. Too many things you can play along with it then.)
Hope at least some of that helps. :)
- I like Nameless' idea of removing taunt for the duration of the turn because it makes the card more unique. That and giving the creature charge would make Banshee a very interesting card. Temporal silence probably = 1 stat, and charge = 3-4, so I think Banshee could be a 9/4 if you wanted it to be 9 mana.
- again agreeing with Nameless about Sense Light.
- I would price Leshy at 5 if you wanted the +1 health to be a battlecry. I wouldn't make Amarok less mana because it would be too impactful, and instead would increase the stats to be 6/5 or 7/4 so that it's better but not impossible to remove, since it's not going to be killing a lot of friendly minions so early in the game. Finally, I would price the Nandi Bear at either 5 mana and make it an epic, or 6 mana and keep it as a rare.
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I don't know if I'd be able to keep up with some people here doing daily cards, but I do have more for now. :P Let's see what we have here.
Hellreaver is a Paladin card (since it can be hard to tell with weapons). I made an alternate version of Nathrezim (see spoiler) with their more common name: "Dreadlord" and different art (also different card rarity). Let me know what combination you think works best for that. (I think Overlord Drakuru was really hard to balance and I don't know if I pegged him right. Thoughts?) Also, I used Warcraft lore this time! (You're welcome. :P)
I love the uniqueness of your cards - they look like the would be fun to play. For balancing, I would make Hellreaver a 3/3 instead since you have 3 tries to deal double damage and having the ability to do 24 damage with one weapon is kind of absurd. Nathrezim/ Dreadlord is balanced since it is situational and it's probably more balanced than the card Kel'Thuzad. It's hard to tell whether Overlord Drakuru is unbalanced because it's ability is just as bad/good for you as it is for your opponent, but when he dies you get his minions, but that can be avoided by your opponent if he/she trades them off or just doesn't attack OVerlord Drakuru. I guess you can easily compare it to Sylvannas Windrunner and call it balanced.
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Thought this might be cool.
Hellreaver - I feel this is underpriced. A 50% chance to do 8 dmg for 6 mana is strong. It'd be different it was just a spell but this is a weapon with the potential to hit harder than any other weapon in the game. Gorehowl and Gladiator's Longbow are the two closest but look at their pricing. I would price this no less than 8 and possibly even 9.
Nathrezim - I like this card but to specify you're wanting it to be "resummoned" if you play Twisting Nether AFTER it has been destroyed on the board? Same with your other card Dreadlord, this clarification is necessary to help asses balance.
Overlord Drakuru - I feel you've underpriced this in two ways; increase the mana cost to 7 and lower the value Blighted Troll to 2/2. Besides that I love this card. Very unique with great artwork. Would you mind if we use this card for our homemade game?
Get with it.
That is WAY underpriced. That should be a minimum of 10 mana and should at max restore to 20. Even then I feel this would be game breaking.
Get with it.
It might be cool if you wanted the game to be broken xD
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@Forrestleaf - I definitely agree with the Hellreaver. I think 3/3 would make this balanced. I knew it was a tad off. I love my Nathrezim/Dreadlord, as Twisting Nether is one of my favorite cards; I really wanted for it to be good again, and this card I feel would make it usable. And the more I think about it the more I like comparing it to Sylvanas and/or Hogger. It's okay if compared to Sylvanas, and great if compared to Hogger (but there's a reason no one uses Hogger). Thanks for the feedback!
@Atlantios - Hellreaver is better off as a 3/3, and because of the randomness of it I feel that 6 mana is well costed at those stats.
Nathrezim and Dreadlord are the same card, but with different combinations of name/art/rarity. I couldn't decide which I wanted. And the effect is a deathrattle. So, if you play Twisting Nether before you play it, it won't summon. However, if you play Twisting Nether after it dies or while it's on the board, the deathrattle will have been or be triggered and the minion will be summoned to the board. (After Twisting Nether takes place.) The card text actually does a good job I think of clarifying.
And Overlord Drakuru is how he is to compare with Sylvanas Windrunner and/or Hogger. He is 4/4 like Hogger because it makes him easier to remove. Also, the enemy can trade their trolls away so you can't take them. (They can even trade them into Drakuru.) He is as good or bad as the board presence is. And while the trolls are strong(ish), I think the fact that Ragnaros might get turned into one means the enemy has to be left with something stronger to use than a 2/2. (Though, perhaps Drakuru might need to be 7 mana. It would need testing, though I think I like where he is..)
Feel free to use anything you like in your homemade game. I wish I could do the same. :P
@TheKaldorei1 - As cool as it is, it's game breaking no matter how you do it. Also, it's a neutral spell; which can't be a thing. Secondly, the cost of the spell immediately tells what it is. You would have to have other neutral secrets at the same cost. Which, you can't have neutral secrets, so...
(Basically, spells are class only. Same with weapons. Blizzard made kind of a big deal about that. They were adamant about it staying that way.)
I hope I didn't mess this up and have it end up as a huge image, but I thought this up. The card Defensive Stance was also in the original WoW Card Game, but it used the art for the War Golem. I think it could be great if your opponent has a slow start early, or if you want your minions protected and you have huge amounts of armor. The one thing I had trouble with was cost.
I was thinking that hunters need another viable weapon, something for the early game. So i got to thinking about Gladiators longbow and I came up with the little brother to that card, so low and behold I give you the Gladiator's crossbow. Its basic use is to help in the early game with removal of enemy minions while you try to get your board set up. I realize the early game is better now with webspinners and haunted creepers but I still think this is pretty cool, and could help stop the tempo from zoo decks a little.
[url=http://achievementgen.com/hearthstone/][img]https://s3.amazonaws.com/cardgenhs/t/v4hFW1Bf.png[/img][/url]
ALL HAIL LORD SPECTRAL!!!
i think pally could use a card like this
Shakrazam, I believe the body of the first & second ones is more than 7 mana's worth already (compare with Ancient of War). I can hardly count the ability as less than 2 mana's worth - would you run it if it was a 2 mana spell? I would. And the ability doesn't even cost you a card!
I would say the first one would be balanced at around 10 mana and body being 8/6, since the ability is guaranteed (the ability is better than Rag's, and the original body was also strictly better by at least 4 mana's worth since it can attack and can't be BGH'ed).
If the second one's abilities do not cost actual mana (I presume they do not) then it would be good at 8 mana and body 6/6. I for one would definitely play a 9 mana 6/10 double Divine Shield, or 9 mana 6/10 + 5/5, or 9 mana 6/10 with battlecry: deal 6 damage to a character. Heck, I would play it even if it cost 10 and was only 6/8!
The last one is around right, pretty well balanced. I would love to see that card in-game :P
I love the concept of this card. Could we use this one for our homemade game?
@KingStryker04
I like it, it's not overpowered or overpriced. 2/2 immune may actually be a little underpriced but being a class card it balances okay imo.
@tilo430
This is way unbalanced. Take a look at Novice Engineer, it is a battlecry which costs 2 and draws a card. Ignoring the virtually useless 1/1 body it leaves you, you're paying 2 mana for 1 card draw. On that scale we can assume that a spell (which grants a battlecry esque effect) is worth 6 mana if it is drawing 3 cards. Being a class card we can probably drop it to 5 mana and it'd be acceptable. The 1 damage to all minions isn't really a drawback depending on what is on the board and should cost 1-2 mana as well.
All in all I'd change it to cost either 5-6 mana.
@Shakrazam
1st version: The body on this alone is far too powerful. His ability has to be changed to a battlecry otherwise he is a perpetual spell that can attack and be boosted to ungodly levels. The body needs to be 4/7 and the ability needs to be either 2 damage to 2 enemies or a battlecry. Since he practically clears the board and keeps it clear. He is board control.
2nd version: Okay first off, how does the mana spending for this work? You're forced to cast a spell at the end of your turn... that costs mana. What happens if you spent mana? Does it spend it off your next turn? IF it does then I'd say this card is actually super balanced and carries a major drawback to its benefits.
3rd version: spell counters, nice touch! I think you could nerf his stats given that ability, 5/6 would suffice. I would also lower the cost to 6 mana. Make it so you could turn 9 cast 3 1mana spells and him for an instant 7 damage combo. Maybe keep the cost at 7 mana and add an option to do like 3 damage AoE for the opponent.
Final thoughts: I like all three, I like the art for all three. If I were you I'd create a final card; think Ritual Summoning from Yu-Gi-Oh. Let it put one of his incarnate forms you've made on the board at random. That'd let all three forms exist, showing his versatility as a spell caster. Finally change Sunsrider Barrier to being just a standard Divine Shield and put it on a random friendly minion.
All in all very cool.
@King793
I like the changes you've made to all of the cards. I think Neptuion the Tidehunter fits the new changes best.
Get with it.
Sorry i should have clarified, I felt each art corresponded with the version you applied it to best.
I still think an all three versions isn't impossible. Look at Animal Companion.
Get with it.